(total 10% of the scoring)8 Doubles Games - each also worth 1 point(total 10% of the scoring)12 Trips - each worth 2 points(total 40% of the scoring)13 Quads- each also worth 2 points(total 40% of the scoring)

62 points available in total

Half of all games are home for each clan.One Quadruples game will be Random, escalating, chained, sunny, no trench.

(total 10% of the scoring)8 Doubles Games - each also worth 1 point(total 10% of the scoring)12 Trips - each worth 2 points(total 40% of the scoring)13 Quads- each also worth 2 points(total 40% of the scoring)

62 points available in total

Half of all games are home for each clan.One Quadruples game will be Random, escalating, chained, sunny, no trench.

A faster-hitting knock-out bracket tournament for established and new clans alike.

As in the sporting world, some tournaments require a little more luck than others. However, the winners of these tournaments typically gain their achievements mainly through skill.

This tournament is not intended to rival the Clan League or CC as markers of the strongest clans but is an all-inclusive tournament which all clans can enjoy.

Each round involves small clan-wars. The tournament would therefore not add a huge extra burden to clan leaders who may delegate responsibility to their deputies.

Some clans still participating in CL4 and CC3 get a bye through the first round.

Rules have been simplified slightly from last season, which was won by The Brethren of the Fat Mermaid. For example, the round limit function will be used, and a small number of trench games can be used.

When entering clans must provide:

A main contact person / organiser / MOW.

A list of 10 provisional players (organisers will only use these if a deadline is missed: random games & players are then used for the clan's 'home' games).

Each clan must designate an organiser for their 'home' map and settings selections and to arrange for players to join games.

For each mini clan war, the clan drawn first must setup and update a thread to run that particular war.

Best-of-2 singles involve head-to-head bouts, i.e. the same two opponents play each other twice. For each singles series both clans have 1 'home' and 1 'away' game (with the same 2 opponent players in both games). As with other game types, each clan chooses 'home' map and settings for half of the games. It is not possible for clan organisers to see an opponents 'away' games in advance. 1 v 1 players are PM'd to the Tournament Organiser in advanceof game creation and are therefore 'blind' to their opponents 'home' maps and settings. In any bout, if players draw (1-1), then neither clan wins a point for that bout.

A round limit of 20 rounds (for singles and doubles) and 30 rounds (for trips and quads) will be set - there will be no result if there is no winner within the limit. It is anticipated that this will only occur extremely rarely and is only introduced to prevent a stalemate-game from holding the tournament up.

12 hour Fog of War courtesy rule applies (unless otherwise agreed by both clans in the war thread).

One Quadruples game will be Random, escalating, chained, sunny, no trench.

If points are equal after all games are concluded then then following methods of determining the winner will apply (in this order):

Clan with most wins in team games.

Clan with most wins in triples and quadruples games.

Clan with most wins in quadruples games.

Clan with fewest transgressions (e.g. a game being declared a draw due to FOW violation / timing-out abuse / overuse of settings or players etc.).

Clan meeting deadlines for game creation.

A Random escalating doubles tie-break game.

In spoils games, if a missed-turn or 'time out' appears to have deliberately occurred to gain an advantage, then the opposing team will be automatically awarded a victory for the game in question. In extreme circumstances, an appeal may be considered. Decisions will be at the discretion of the Tournamanet Organisers.

When wars begin, clan organisers will be provided with 84 hours during which to create team games and ensure their members join games. Host clan organisers must also create a thread for the mini-war and both organisers must post their home games in the thread. Clan organisers will then have a further 84 hours to assign invites for 'away' games and ensure players join.

Subsequently (within 1 week of the start), clan organisers must PM 1 v 1 game details (players, maps and settings) to the Tournament Organiser. Once these games are created and invites sent, a further 48 hours will then be provided for clan organisers to ensure their players have joined 1 v 1 games ('home' and 'away'). Tie-break games will also be created at this point and, 48 hours will be provided for organisers to send invites and ensure their players have joined the 'tie-break' game (which will be set-up the the Tournament Organiser as per 1 v 1 games).

If deadlines are not met for creating games then the Tournament Organiser may create random games (escalating, chained, sunny) and randomly assign invites to the relevent clan members (but giving the opposition the time they would normally have been provided with - see above). Failure of clan members to accept invites at this stage (or accept then drop) will result in the game being awarded to the opposition.

If a clan withdraws from the tournament after the beginning of a round is announced then their opponents will win by default.

Player Usage

Individual players can play a maximum of 30% of games (counting a 1v1 bout as 1 game). In early rounds this is 12 games(and 15 games in the semis and final).

Individual players can only play in one 1 v 1 bout per round.

Maps

Each map can only be used twice per clan per clan war but can only be used once per game type (e.g. once for singles and once for quads).

No Beta maps.

'Random' Map can be used unlimitedly.

Settings

No freestyle

No speed

No manual deployments

No Beta maps.

Nuclear spoils games are only allowed in 1 v 1 and doubles games.

Unlimited reinforcements are only allowed in triples and quadruples games. No more than 4 games per round per clan can involve unliminted reinforcements.

Trench settings can be used although no more than 4 games per round per clan can involve trench settings in team games (there is no limit for 1 v 1 games).

If rules are contravened, then the Tournament Organisers may determine that the offending team cannot score any victories from games concerned. If it is concluded that the offending clan have deliberately contravened rules to gain an advantage then the games concernd will be ruled as automatic victories for their opponents.

Missed DeadlinesIf there is any lateness on the creation of games, and the opposing MOW/captain can at that time request that random games be created and random clan members from the opposing clan be invited to those games. In addition, if there is any lateness accepting invites (the second invite at worst must be accepted), and the opposing MOW/captain can at that time request that the game be declared a victory in their favour. No further repercussions then occur once the games have started.

Missed Turns in a No Spoils GameMissed turns in no spoils will not be scrutinised or result in any penalty (it is very rare for an advantage to be gained).

DeadbeatingDeadbeating will not be considered to be a deliberate act unless evidence is provided to the contrary (e.g. evidence of the player turns being taken in other games when they could have taken place in the game in question). As with deliberate missed turns / 'time outs', the opposing team will be automatically awarded a victory for the game in question if strong evidence is proivided.

AgreementsAny agreements (such as both clans agreeing to forgo the FOW rule), changes, official statements, and/or conflict resolution discussions need to include pm's to TOs and be approved before finalized and accepted. These must have the MOW/clan rep making the pm to the Tournament Organiser. Clans cannot agree to restart games alone - this will only happen with Tournamanet Organiser approval in extreme circumstances.

Reporting ViolationsIf there are any suspected rule violations, they would need to be reported promptly for consideration.

Fog of War Courtesy Rule - Detailed ExplanationA similar interpretation to the CLA rule will be applied:"If a team joining second starts first then they must either, wait for 12 hours, wait until their opponent states (in game chat) that they have seen the board, or take a turn without conquering or annihilating of their oppoinents' regions."

Therefore, these examples show no violation of the rule:[size=90]Game 9710587 - Player waited more than 12 hoursGame 9703286 - Player took turn within 12 hours but did not conquer (or annihilate) an opponent's regionGame 9734213 - Player took turn within 12 hours but did not conquer (or annihilate) an opponent's regionGame 9718975 - Player took turn within 12 hours but did not conquer (or annihilate) an opponent's region

In 1 v 1 matches, this will apply to whichever player goes first. Even if the player joining first goes first, he must wait or take a turn which doesn't conquer or annihilate an opponents' position (this is due to invites being sent simultaneously for 1 v 1 and thereby a lack of evidence available to confirm which player actually joined second).

Therefore, these examples show no violation of the rule in 1 v 1:Game 9758032 - Player took turn within 12 hours but did not conquer (or annihilate) an opponent's regionGame 9758028 - Player took turn within 12 hours but did not conquer (or annihilate) an opponent's region

For each clan war, the clan drawn first will set up (and maintain) a thread to run that particular match.

Clan organisers will be granted privileges to create team games and send invites to their team members. Game numbers must be posted in the match thread in order for opponents organisers' to send invites to their team members.

1 v 1 games will be created by the contact for the the clan drawn first. Clan organisers must provide details to the Tournament Organiser and again game numbers must be posted in the match thread.

In each clan challenge thread. A list of players participating for each clan should be kept up along with a running tally of how many games each player has played in. If someone feels a player has violated the number of games they are allowed to participate in, please bring it to the tournament organisers' attention. If they are found in violation, the opposing team will get to pick any games from the last batch played equal to the number of games the went over the limit to restart without that player participating.

The TO (DJ) has requested medals for the individual "ties". Since there are at least 41 games per "tie" and the TO requested a medal ruling ahead of time, medals have been approved for each "tie" in this tournament. Thanks.

4 Singles Bouts (each best-of-2) - each bout worth 1 point(total 10% of the scoring)8 Doubles Games - each also worth 1 point(total 10% of the scoring)12 Trips - each worth 2 points(total 40% of the scoring)13 Quads- each also worth 2 points(total 40% of the scoring)

66 points available in total.Half of all games are home for each clan.One Quadruples game will be Random, escalating, chained, sunny, no trench.

Would those matchups qualify for medals? There aren't 41 games, so I'm assuming no.

chemefreak wrote:The TO (DJ) has requested medals for the individual "ties". Since there are at least 41 games per "tie" and the TO requested a medal ruling ahead of time, medals have been approved for each "tie" in this tournament. Thanks.

4 Singles Bouts (each best-of-2) - each bout worth 1 point(total 10% of the scoring)8 Doubles Games - each also worth 1 point(total 10% of the scoring)12 Trips - each worth 2 points(total 40% of the scoring)13 Quads- each also worth 2 points(total 40% of the scoring)

66 points available in total.Half of all games are home for each clan.One Quadruples game will be Random, escalating, chained, sunny, no trench.

Would those matchups qualify for medals? There aren't 41 games, so I'm assuming no.

chemefreak wrote:The TO (DJ) has requested medals for the individual "ties". Since there are at least 41 games per "tie" and the TO requested a medal ruling ahead of time, medals have been approved for each "tie" in this tournament. Thanks.

DJ, I think Trench round limits need to be thought over. The singles games, for example, will probably all go to 20 rounds and beyond but will most likely be decided by then.

A win should probably be awarded since the outcome will be decided. Trench just takes forever. Heck, let the limit determine a winner in all the games. Some of the funnest moments I've had lately is waiting to see who had the most troops at the end of 20 rounds. It'd be a letdown if it didn't even count.

Gunn217 wrote:DJ, I think Trench round limits need to be thought over. The singles games, for example, will probably all go to 20 rounds and beyond but will most likely be decided by then.

A win should probably be awarded since the outcome will be decided. Trench just takes forever. Heck, let the limit determine a winner in all the games. Some of the funnest moments I've had lately is waiting to see who had the most troops at the end of 20 rounds. It'd be a letdown if it didn't even count.

I like that you're allowing it though.

If someone decides to play trench and cant win in the round limit then they made a bad choice. The opposition will have done well to drag the game out to the limit for a draw (if that's the case). Plus, I'm not even sure how winners are determined by lack's programming when the round limit is reached in team games.

Selecting trench settings is just as much of a risk as selecting no spoils and Hive. Ifyou aren't sure of winning within the round limit then try something else.

Trench just takes forever.

With round limits it will take no longer than any other game that goes to the limit.